Standard Check
Use the Attribute most directly related to the action. Routine actions do not require a roll unless the outcome is genuinely uncertain.
Checks · Abilities · Modifiers
“Dice resolve uncertainty—not replace roleplay.”
Official reference
A quick-reference guide for standard rolls, target numbers, Ability bonuses, situational modifiers, environmental debuffs, spellcasting, opposed checks, and transparent player-to-player resolution.
The complete reference is the authority. Examples explain intent; they do not create loopholes around consent, staff direction, or collaborative play.
Core Rolls
Declare the action, identify the appropriate Attribute, and apply only the Ability and circumstances that genuinely belong to the check.
Standard Check
Use the Attribute most directly related to the action. Routine actions do not require a roll unless the outcome is genuinely uncertain.
Modified Check
Apply no more than one relevant Ability, one distinct Advantage, and one distinct Hindrance to the same roll.
Opposed Check
Each participant rolls using their own appropriate Attribute, Ability, Advantage, and Hindrance. The higher total succeeds. Ties preserve the existing situation.
Hollowborn Spellcasting
Arcane Focus is the applicable Ability for ordinary spellcasting unless a specific spell or established rule states otherwise.
Attributes: Use the approved Attribute appropriate to the action, including Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Target Numbers
Establish the Target Number before rolling. The action succeeds when the final result meets or exceeds that number.
| Target | Difficulty | Example |
|---|---|---|
| 8 | Easy | Climb a fence, calm a friendly animal, or recall common knowledge. |
| 10 | Routine | Search a room, follow fresh footprints, or provide basic first aid. |
| 13 | Challenging | Pick a lock, cast a standard spell, or intimidate a reluctant suspect. |
| 16 | Difficult | Leap between rooftops, resist supernatural influence, or provide emergency medical treatment. |
| 19 | Very Difficult | Track prey through a blizzard, identify obscure magic, or convince a determined enemy. |
| 22 | Legendary | Complete a dangerous ritual, decipher forgotten lore, or perform an extraordinary feat. |
| 25+ | Nearly Impossible | Attempt a remarkable feat requiring exceptional skill, preparation, or circumstances. |
Opposed checks:When another character directly resists the action, compare the participants' final results instead of assigning a separate Target Number.
Roll Rules
Agree on the stakes, the applicable mechanics, and the possible consequences before the die is rolled.
State the action, Target Number or opposing character, Attribute, applicable Ability, and any Advantage or Hindrance before rolling.
Once the die is rolled, modifiers cannot be added, removed, or changed.
Only one Ability may modify a roll. When several Abilities could apply, use the single most relevant Ability.
Ability Ranks never stack with other Ability Ranks.
A roll may include one relevant situational Advantage and one relevant situational Hindrance.
Multiple favorable circumstances do not create a stack of bonuses. Use the single most relevant Advantage.
The same benefit cannot be counted as an Ability bonus and again as a situational Advantage.
A Capability that removes an environmental limitation does not also grant an Advantage for overcoming that same limitation.
Attributes and Ability Ranks must match the approved character information displayed in the player's Second Life Picks.
Staff may verify character information against approved records when necessary.
Resolve disagreements about Target Numbers, Attributes, Abilities, Advantages, and Hindrances before the roll.
If the players cannot reach an agreement, Staff may adjudicate.
When a roll affects another character or a contested scene, the result should be visible to everyone involved.
A successful roll does not override consent, established boundaries, or the rules of the scene.
Dice resolve uncertain outcomes. They do not replace roleplay or require a roll for every ordinary action.
If a character could reasonably accomplish something without meaningful opposition or risk, no roll is necessary.
Ability Ranks
When a ranked Ability directly applies to the attempted action, add its approved Rank to the roll. The maximum Ability Rank is 3.
Applicable means relevant: Possessing an Ability does not grant a blanket bonus to unrelated actions. An Ability modifies a roll only when its described effect directly determines the check.
Progression is not always a bonus:Some Abilities unlock forms, options, narrative permissions, or uses rather than adding their Rank to a roll. Follow the Ability's actual description.
Situational Advantages
An Advantage represents a genuine external circumstance that favors the action. It must be distinct from the Ability already applied to the roll.
A modest but meaningful benefit such as useful positioning, favorable terrain, or credible assistance.
A substantial environmental, physical, or lunar circumstance that directly favors the action.
A rare and unusually favorable circumstance that materially changes the challenge.
Limit: Use only one Advantage per roll. If several could apply, choose the single most relevant one.
| Situation | Modifier | When It Applies |
|---|---|---|
| Useful Position or Preparation | +1 | A meaningful vantage point, favorable positioning, useful equipment, or a genuinely helpful preparation. |
| Familiar Natural Terrain | +1 | A Ridgeborn or Wildborn operating in natural terrain that meaningfully supports the action. |
| Coordinated Assistance | +1 | A willing ally provides distinct, credible assistance that does not duplicate the Ability already used. |
| Native Aquatic Environment | +2 | A Tideborn performing a physical action underwater where their aquatic nature provides a meaningful advantage. |
| Crinos Physical Force | +2 | A Ridgeborn in Crinos form attempting an action directly dependent on exceptional physical strength. |
| Full Moon: Lunar Strength | +2 | A Ridgeborn performing relevant shifting, supernatural recovery, heightened sensory action, or an explicitly lunar Ability. |
| New Moon: Discipline | +2 | A Ridgeborn attempting a check directly related to focus, emotional control, or resisting overpowering instinct. |
| Exceptional Circumstance | +3 | A rare and unusually favorable circumstance that materially changes the difficulty of the action. |
Situational Hindrances
A Hindrance represents a meaningful obstacle, hostile environment, injury, weakness, or condition that interferes with the attempted action.
A modest distraction, awkward position, or manageable environmental complication.
A meaningful weakness, difficult environment, or significant lunar complication.
A dangerous condition or major vulnerability that seriously threatens the character or attempted action.
Limit: Use only one Hindrance per roll. Multiple obstacles do not become an unlimited stack of penalties.
| Situation | Modifier | When It Applies |
|---|---|---|
| Minor Distraction or Poor Footing | −1 | A modest obstacle that interferes with the action without dominating the scene. |
| Darkness or Limited Visibility | −2 | A visual action attempted in darkness by a character who lacks a Capability that addresses the condition. |
| Hostile Aquatic Environment | −2 | A non-aquatic character attempting a difficult physical action underwater without appropriate support. |
| Forged Iron Exposure | −2 | A Wildborn whose relevant action is disrupted by meaningful exposure to forged iron. |
| Separation from Nature | −2 | A nature-dependent character experiencing an established, meaningful loss of connection to the natural world. |
| New Moon: Shifting or Recovery | −2 | A Ridgeborn attempting difficult shifting or supernatural recovery during the New Moon. |
| Full Moon: Rage or Restraint | −2 | A Ridgeborn attempting to restrain Rage, suppress overpowering instinct, or maintain emotional control. |
| Severe Cold or Extreme Exposure | −3 | An unusually dangerous environmental condition that materially threatens the character or action. |
| Severe Lineage Weakness | −3 | A serious, directly relevant vulnerability such as significant silver injury, dangerous fire exposure, or severe harmful sunlight. |
Weaknesses can bypass Abilities: If a weakness explicitly bypasses an Ability, that Ability cannot be applied. For example, Iron Hide provides no protection against silver. A separate Hindrance applies only when the circumstances independently justify one.
Lunar Influence
Ridgeborn respond to the lunar cycle, but a lunar modifier applies only when the current phase directly affects the action being attempted.
−2 Hindrance: Relevant shifting and supernatural recovery.
+2 Advantage: Relevant focus, emotional discipline, and control over overpowering instinct.
No modifier: Instinct and reason remain in their ordinary balance.
Ridgeborn Abilities function according to their normal descriptions.
+2 Advantage: Relevant shifting, supernatural recovery, heightened senses, and explicitly lunar Abilities.
−2 Hindrance: Relevant attempts to restrain Rage or overpowering instinct.
One lunar effect per check: The same lunar condition cannot be counted more than once on a single roll. Lunar influence does not automatically apply to unrelated conversation, investigation, crafting, or other ordinary actions.
Capabilities and Narrative Effects
Some traits permit an action, remove a limitation, unlock an option, or establish a narrative effect without adding a numerical modifier.
A Capability that removes an environmental limitation does not also provide an Advantage for overcoming the same limitation.
Night Eyes may remove a darkness Hindrance. It does not also provide a separate darkness bonus.
Animal forms provide their ordinary physical capabilities. A raven can fly, and an otter can swim.
Those natural capabilities do not automatically add Ability bonuses or duplicate an environmental Advantage.
Ridgeborn shifting is an inherent lineage Capability, not a ranked Ability. Ordinary transformation requires no roll.
Roll only when injury, restraint, pressure, or another meaningful obstacle makes the outcome uncertain.
Some Abilities establish narrative opportunities rather than player-controlled bonuses.
Current's Favor, established community contacts, and previously arranged preparation function according to their descriptions and the needs of the scene.
Protective effects such as Frost Skin, Thorn Hide, and Iron Hide matter only when their specific protection applies.
They do not create Armor Class, hit points, permanent defense bonuses, or a separate damage system.
Leadership, pack coordination, and protective Abilities can support genuine cooperation.
They do not automatically add their Ability Rank to every ally's roll or compel another character to obey.
Lineage Reference
Each lineage expresses its identity through relevant Abilities, inherent Capabilities, environmental conditions, and established weaknesses.
Hearthborn rely on professional training, investigation, practical experience, preparation, and established relationships.
Abilities: Examples include Observant, Investigator, Deductive Mind, and Combat Training.
Capabilities: Preparation, Community, Adrenaline Rush, Against All Odds, and Last Stand function according to their narrative effects rather than as automatic bonus buttons.
Conditions: Advantages usually come from credible preparation, equipment, positioning, or experience relevant to the immediate action.
Duskborn combine supernatural senses, predatory capabilities, rapid recovery, and conditions tied to blood and sunlight.
Abilities: Use one applicable Ability when its specific effect directly determines the check.
Capabilities: Night vision removes an appropriate visual limitation rather than providing an additional darkness bonus.
Conditions: Harmful sunlight, fire, significant injury, and established hunger may hinder relevant actions. Feeding thresholds must follow published lineage rules.
Ridgeborn excel through shifting, heightened senses, endurance, territorial awareness, and coordinated pack action.
Abilities: Tracker, Keen Senses, Lunar Fury, Moonlit Recovery, Feral Charge, and related Abilities apply only to their own relevant checks.
Capabilities: Shifting is inherent after the Awakening. Ordinary transformations require no roll and do not consume Ability points.
Conditions: The Full Moon strengthens applicable lunar actions but challenges emotional restraint. The New Moon hinders shifting and recovery but improves discipline.
Hollowborn shape magic through Arcane Focus, defined spell schools, specialized magical study, and carefully managed endurance.
Abilities: Arcane Focus applies to ordinary spellcasting. Specialized Abilities apply to their own appropriate checks without stacking with Arcane Focus.
Capabilities: Spell Tier progression governs access to stronger magic and remains separate from the universal maximum Ability Rank of 3.
Conditions: Celestial conditions, preparation, exhaustion, interrupted concentration, and the requirements of a specific spell may affect casting.
Tideborn thrive in aquatic environments and express specialized powers through their individual Current.
Abilities: Aquatic Grace and Cold Ward may modify appropriate checks. A Current-specific Ability requires the correct type of water.
Capabilities: Depth Sight removes the visual limitation of underwater darkness. Current's Favor remains a narrative effect rather than a player-controlled bonus.
Conditions: Native water may provide a situational Advantage. Dehydration, harmful exposure, or separation from required water may impose a Hindrance.
Wildborn express their connection to nature through unlocked animal forms, environmental awareness, wildlife interaction, and wilderness survival.
Abilities: Keen Senses, Forest Step, Sure Footing, Hunter's Mark, and Natural Harmony apply only when their specific function matches the action.
Capabilities: Wild Shape unlocks native Alaskan animal forms. Those forms provide their natural physical capabilities without automatic additional bonuses.
Conditions: Appropriate wilderness may provide a situational Advantage. Forged iron, fire, and meaningful separation from nature may hinder relevant actions.
Full Ability descriptions: Consult the appropriate lineage guide for approved Ability effects, requirements, limitations, and progression.
Hollowborn Spellcasting
Hollowborn spellcasting follows the same one-Ability and situational-modifier principles as every other check.
Standard Spellcasting
Arcane Focus supplies the single applicable Ability Rank for an ordinary spellcasting check.
Modified Spellcasting
A distinct celestial condition, environmental obstacle, or other relevant circumstance may modify the roll.
Arcane Focus follows the universal Ability Rank limit. Its maximum contribution to a spellcasting roll is +3.
Arcane Focus cannot be combined with Ritual Mastery, Alchemy, Warding, Enchanting, or another specialized Ability on the same check.
Spell Tiers I through V represent magical progression and access. They are not Ability Ranks and do not provide automatic roll bonuses.
When the action concerns a specialized task rather than ordinary spellcasting, use the single Ability most relevant to that task.
Arcane Endurance: Rank 0 permits one safe taxing casting; Rank 1 permits two; Rank 2 permits four; Rank 3 permits six. Additional exertion follows the established magical fatigue rules.
Time and Light
When time of day or natural light affects a roll, Second Life Time determines the mechanical condition.
Daylight, darkness, and other time-dependent conditions use Second Life Time rather than an individual player's viewer settings.
A region that appears bright in someone's viewer during an established nighttime period is still treated as nighttime for relevant rolls.
Apply only when relevant: Time and light may affect sunlight vulnerability, darkness-related Capabilities, night-dependent effects, or another Ability that explicitly requires those conditions.
Worked Examples
These examples show how one Attribute, one Ability, one Advantage, and one Hindrance remain distinct.
An investigator reconstructs the sequence of events at a crime scene.
A Tideborn chases someone through deep water using an applicable swimming Ability.
A Ridgeborn attempts supernatural recovery beneath the open night sky during a Full Moon.
A restrained Ridgeborn attempts a difficult transformation during the New Moon.
A Hollowborn attempts a standard spell while a relevant environmental obstacle interferes.
A Wildborn with Night Eyes follows a trail through a moonlit forest.
An Arctic Tideborn attempts to endure dangerous cold.
A Ridgeborn in Crinos form charges across open ground to force an opponent backward.
Official rules source: The Opaline website Roll Reference is authoritative. If an in-world notecard, printable reference, or other copy differs from this page, use the website version.